bowmanz607 wrote: »contact.opiumb16_ESO wrote: »BalticBlues wrote: »THIS. 100% signed.I'd like to say Update 6 was pretty much the most perfect update a Templar has had since launch. This includes PvE and PvP [...]
what @Wrobel said on ESOLive and what his newest vision was for Templars, making them a stable tank and welcoming people into their homes, and honestly it's making me want to stop playing this game altogether, because this whole game is about mobility [...]
ZOS are trying to remove the Templar mobility, this is focused around Rune Focus and it's morphs - this game is heavily mobile, the whole welcome to our house does not work, it never will - and further more, didn't we try to bury this toxic play style when we decided to nerf Dragonknights into the ground?
The healing/rezzing nerfs will "only" seriosly harm PvE players trying to heal PUGs.
What finally could kill the Templar class for PvE and PvP is the mobility nerf.
PvP+PvE endgame content does not allow standing still and recasting circles again and again.
DKs already suffered an Exodus. Almost all my DK friends left the game or changed the class.
Result: It's almost impossible to find a DK Tank on consoles for a PUG.
ZOS now risk that Templars will be the next players on Exodus.
Will Sorcs and NBs be strong enough to carry the game in PvP and PvE alone?
Yes, they are. In fact sorcerers can do tank/dps/healer, while NB can tank/dps/heal... wait, they have all we need to clean the whole content in the game, and do it better than DK who are supposed to be tank, and templar who are supposed to be healers !? Yes ! ZOS logic...
I read it as will people accept playing the 2 classes. Don't forget that DK got some work to so I think they'll be improved and many people will see them as the fotm.
Only way I see people rolling a templar is if Dark Flare doesn't get nerfed. Beyond that I don't think we got what we needed to make us break even this patch. We're less able to 'stand our ground' which includes no more capable of tanking PVE.
ya i think fotm will be mag dk and/or mag sorc. mag is the min/max build until they adjust ability damages.
@Nifty2g @Joy_Division @Cinbri
I'm nominating you 3 to official Templar ambassadors. If the community agrees, then they will give the last say for what skills a Templar gets. They will of course help filter our ideas so that we aren't all over the place.
ZOS_GinaBruno wrote: »Our Community Ambassadors will be recognizable via a unique forum title and avatar, and will support the Community Team by suggesting ideas to strengthen and grow the community. Community Ambassadors will not have special access to communicate with the developers directly, and their game feedback will have the same weight as everyone else. Community Ambassadors will also not have tools to action other community members, and are not forum moderators.
bikerangelo wrote: »@Nifty2g @Joy_Division @Cinbri
I'm nominating you 3 to official Templar ambassadors. If the community agrees, then they will give the last say for what skills a Templar gets. They will of course help filter our ideas so that we aren't all over the place.
As cool as this sounds, the ambassador program is more of a glorified tour-guide position with a fancy title.ZOS_GinaBruno wrote: »Our Community Ambassadors will be recognizable via a unique forum title and avatar, and will support the Community Team by suggesting ideas to strengthen and grow the community. Community Ambassadors will not have special access to communicate with the developers directly, and their game feedback will have the same weight as everyone else. Community Ambassadors will also not have tools to action other community members, and are not forum moderators.
bikerangelo wrote: »@Nifty2g @Joy_Division @Cinbri
I'm nominating you 3 to official Templar ambassadors. If the community agrees, then they will give the last say for what skills a Templar gets. They will of course help filter our ideas so that we aren't all over the place.
As cool as this sounds, the ambassador program is more of a glorified tour-guide position with a fancy title.ZOS_GinaBruno wrote: »Our Community Ambassadors will be recognizable via a unique forum title and avatar, and will support the Community Team by suggesting ideas to strengthen and grow the community. Community Ambassadors will not have special access to communicate with the developers directly, and their game feedback will have the same weight as everyone else. Community Ambassadors will also not have tools to action other community members, and are not forum moderators.
Correction: title changed to "Templar Inquisitors ". This is our own organizing separate from that ZOS implemented and deluded effort to keep us in check.
I want us to have a spear point to the changes we want. Wall of texts were proven time and time again to be misunderstood, forgotten or ignored.
I didn't want to spend my free time doing this, but it's clear no one at the developer level has a comprehensive spreadsheet for these changes.
Hiero_Glyph wrote: »bikerangelo wrote: »@Nifty2g @Joy_Division @Cinbri
I'm nominating you 3 to official Templar ambassadors. If the community agrees, then they will give the last say for what skills a Templar gets. They will of course help filter our ideas so that we aren't all over the place.
As cool as this sounds, the ambassador program is more of a glorified tour-guide position with a fancy title.ZOS_GinaBruno wrote: »Our Community Ambassadors will be recognizable via a unique forum title and avatar, and will support the Community Team by suggesting ideas to strengthen and grow the community. Community Ambassadors will not have special access to communicate with the developers directly, and their game feedback will have the same weight as everyone else. Community Ambassadors will also not have tools to action other community members, and are not forum moderators.
Correction: title changed to "Templar Inquisitors ". This is our own organizing separate from that ZOS implemented and deluded effort to keep us in check.
I want us to have a spear point to the changes we want. Wall of texts were proven time and time again to be misunderstood, forgotten or ignored.
I didn't want to spend my free time doing this, but it's clear no one at the developer level has a comprehensive spreadsheet for these changes.
ZOS doesn't have time to read feedback, they are too busy watching all the streams to base their opinion on (since we all know they don't actually play a Templar).
Hiero_Glyph wrote: »bikerangelo wrote: »@Nifty2g @Joy_Division @Cinbri
I'm nominating you 3 to official Templar ambassadors. If the community agrees, then they will give the last say for what skills a Templar gets. They will of course help filter our ideas so that we aren't all over the place.
As cool as this sounds, the ambassador program is more of a glorified tour-guide position with a fancy title.ZOS_GinaBruno wrote: »Our Community Ambassadors will be recognizable via a unique forum title and avatar, and will support the Community Team by suggesting ideas to strengthen and grow the community. Community Ambassadors will not have special access to communicate with the developers directly, and their game feedback will have the same weight as everyone else. Community Ambassadors will also not have tools to action other community members, and are not forum moderators.
Correction: title changed to "Templar Inquisitors ". This is our own organizing separate from that ZOS implemented and deluded effort to keep us in check.
I want us to have a spear point to the changes we want. Wall of texts were proven time and time again to be misunderstood, forgotten or ignored.
I didn't want to spend my free time doing this, but it's clear no one at the developer level has a comprehensive spreadsheet for these changes.
ZOS doesn't have time to read feedback, they are too busy watching all the streams to base their opinion on (since we all know they don't actually play a Templar).
nagarjunna wrote: »You misunderstand, @Minno is not nominating them to Official ZOS Community whatevers! He wants them to assist him and have the final say in the proposed adjustments to the class that we, the Templar community, would like to see!
contact.opiumb16_ESO wrote: »BalticBlues wrote: »THIS. 100% signed.I'd like to say Update 6 was pretty much the most perfect update a Templar has had since launch. This includes PvE and PvP [...]
what @Wrobel said on ESOLive and what his newest vision was for Templars, making them a stable tank and welcoming people into their homes, and honestly it's making me want to stop playing this game altogether, because this whole game is about mobility [...]
ZOS are trying to remove the Templar mobility, this is focused around Rune Focus and it's morphs - this game is heavily mobile, the whole welcome to our house does not work, it never will - and further more, didn't we try to bury this toxic play style when we decided to nerf Dragonknights into the ground?
The healing/rezzing nerfs will "only" seriosly harm PvE players trying to heal PUGs.
What finally could kill the Templar class for PvE and PvP is the mobility nerf.
PvP+PvE endgame content does not allow standing still and recasting circles again and again.
DKs already suffered an Exodus. Almost all my DK friends left the game or changed the class.
Result: It's almost impossible to find a DK Tank on consoles for a PUG.
ZOS now risk that Templars will be the next players on Exodus.
Will Sorcs and NBs be strong enough to carry the game in PvP and PvE alone?
Yes, they are. In fact sorcerers can do tank/dps/healer, while NB can tank/dps/heal... wait, they have all we need to clean the whole content in the game, and do it better than DK who are supposed to be tank, and templar who are supposed to be healers !? Yes ! ZOS logic...
@Nifty2g @Joy_Division @Cinbri
I'm nominating you 3 to official Templar ambassadors. If the community agrees, then they will give the last say for what skills a Templar gets. They will of course help filter our ideas so that we aren't all over the place.
Once those ideas are finalized and we all agree these 3 should represent us, please send me the final design changes we want out of templars. Reason for sending me the changes? I'm assembling the main issues in a document for ZOS to review and for us to officially sign off on. (See below for a quick snapshot). This should help us focus our anger visually, as it should yellow below represents that our community and game reject the current Templar changes/playstyle.
TheM0rganism wrote: »bowmanz607 wrote: »contact.opiumb16_ESO wrote: »BalticBlues wrote: »THIS. 100% signed.I'd like to say Update 6 was pretty much the most perfect update a Templar has had since launch. This includes PvE and PvP [...]
what @Wrobel said on ESOLive and what his newest vision was for Templars, making them a stable tank and welcoming people into their homes, and honestly it's making me want to stop playing this game altogether, because this whole game is about mobility [...]
ZOS are trying to remove the Templar mobility, this is focused around Rune Focus and it's morphs - this game is heavily mobile, the whole welcome to our house does not work, it never will - and further more, didn't we try to bury this toxic play style when we decided to nerf Dragonknights into the ground?
The healing/rezzing nerfs will "only" seriosly harm PvE players trying to heal PUGs.
What finally could kill the Templar class for PvE and PvP is the mobility nerf.
PvP+PvE endgame content does not allow standing still and recasting circles again and again.
DKs already suffered an Exodus. Almost all my DK friends left the game or changed the class.
Result: It's almost impossible to find a DK Tank on consoles for a PUG.
ZOS now risk that Templars will be the next players on Exodus.
Will Sorcs and NBs be strong enough to carry the game in PvP and PvE alone?
Yes, they are. In fact sorcerers can do tank/dps/healer, while NB can tank/dps/heal... wait, they have all we need to clean the whole content in the game, and do it better than DK who are supposed to be tank, and templar who are supposed to be healers !? Yes ! ZOS logic...
I read it as will people accept playing the 2 classes. Don't forget that DK got some work to so I think they'll be improved and many people will see them as the fotm.
Only way I see people rolling a templar is if Dark Flare doesn't get nerfed. Beyond that I don't think we got what we needed to make us break even this patch. We're less able to 'stand our ground' which includes no more capable of tanking PVE.
ya i think fotm will be mag dk and/or mag sorc. mag is the min/max build until they adjust ability damages.
It's going to be Healer MagDKs. Mini-Barrier gonna be OP af
dodgehopper_ESO wrote: »@Nifty2g @Joy_Division @Cinbri
I'm nominating you 3 to official Templar ambassadors. If the community agrees, then they will give the last say for what skills a Templar gets. They will of course help filter our ideas so that we aren't all over the place.
Once those ideas are finalized and we all agree these 3 should represent us, please send me the final design changes we want out of templars. Reason for sending me the changes? I'm assembling the main issues in a document for ZOS to review and for us to officially sign off on. (See below for a quick snapshot). This should help us focus our anger visually, as it should yellow below represents that our community and game reject the current Templar changes/playstyle.
I'm still very uncomfortable with removing Health as the base stat for our shield, particularly when I feel the whole balance flaw is that all mitigating skills should scale with health and not magic and/or stamina. Health is already a dump stat, it doesn't need to be any worse than it already is. Tanks already do horribly weak damage and their mitigation is only marginally better. The great design flaw right now with Sorcerers is that Crit Surge should be more reliable or dark exchange should be more functional. That's it. Their shield is too damned good, and while I understand their desire to keep it, places them far in a position where they are far more tanky than DK/Templar as Dk/Templar is forced to split attributes. Its pretty ridiculous when my Shield is bigger than my health pool, and my magica pool and regeneration is so huge I can bubble forever, even with battle spirit. They've made a scenario with battle spirit that broke the backs of two classes while barely denting another. THAT is the flaw, and its glaringly obvious to anyone who plays more than a sorcerer. Now that Sorcerer will have its own breath of life, along with surge, dark exchanges, mines, you're looking at a scenario where A sorc can have solid backlash damage that will output better than sun shield, last longer than sun shield, cost less than sun shield, and heal better than Templar. Templar is garbage right now, but I vehemently think to create parity the nail that is sticking out is NOT Templar and DK, it is the way in which Conjured Ward and Healing ward function. Either battle spirit needs to leave health scaling skills alone (Gdb, bone shield, sun shield obsidian shield) or they could simply make Sorcerer fit the way the rest of the game works. Doesn't that seem like a much easier fix? It does to me, and it would actually make being a tank in any class more logical than the nonsense we have right now.
Joy_Division wrote: »
My health is 21K because I run drinks. I run with a guildmate who has 55K health and his shield is still smaller than what I get on my sorcerer who doesn't even have bastion maxed out. How much health isn't the issue here. Having abilities scales to it is not going to work well with how the game's mechanics since 1.6.
Joy_Division wrote: »
My health is 21K because I run drinks. I run with a guildmate who has 55K health and his shield is still smaller than what I get on my sorcerer who doesn't even have bastion maxed out. How much health isn't the issue here. Having abilities scales to it is not going to work well with how the game's mechanics since 1.6.
Ahem, 56.7k hp thank you very much. And size doesn't matter! Right? ... right?
The sad truth is that this build comes as close to a threatening 'house' as a Templar can get.
Joy_Division wrote: »
My health is 21K because I run drinks. I run with a guildmate who has 55K health and his shield is still smaller than what I get on my sorcerer who doesn't even have bastion maxed out. How much health isn't the issue here. Having abilities scales to it is not going to work well with how the game's mechanics since 1.6.
Ahem, 56.7k hp thank you very much. And size doesn't matter! Right? ... right?
The sad truth is that this build comes as close to a threatening 'house' as a Templar can get.
Joy_Division wrote: »
My health is 21K because I run drinks. I run with a guildmate who has 55K health and his shield is still smaller than what I get on my sorcerer who doesn't even have bastion maxed out. How much health isn't the issue here. Having abilities scales to it is not going to work well with how the game's mechanics since 1.6.
Ahem, 56.7k hp thank you very much. And size doesn't matter! Right? ... right?
The sad truth is that this build comes as close to a threatening 'house' as a Templar can get.
Sallington wrote: »Joy_Division wrote: »
My health is 21K because I run drinks. I run with a guildmate who has 55K health and his shield is still smaller than what I get on my sorcerer who doesn't even have bastion maxed out. How much health isn't the issue here. Having abilities scales to it is not going to work well with how the game's mechanics since 1.6.
Ahem, 56.7k hp thank you very much. And size doesn't matter! Right? ... right?
The sad truth is that this build comes as close to a threatening 'house' as a Templar can get.
dodgehopper_ESO wrote: »@Nifty2g @Joy_Division @Cinbri
I'm nominating you 3 to official Templar ambassadors. If the community agrees, then they will give the last say for what skills a Templar gets. They will of course help filter our ideas so that we aren't all over the place.
Once those ideas are finalized and we all agree these 3 should represent us, please send me the final design changes we want out of templars. Reason for sending me the changes? I'm assembling the main issues in a document for ZOS to review and for us to officially sign off on. (See below for a quick snapshot). This should help us focus our anger visually, as it should yellow below represents that our community and game reject the current Templar changes/playstyle.
I'm still very uncomfortable with removing Health as the base stat for our shield, particularly when I feel the whole balance flaw is that all mitigating skills should scale with health and not magic and/or stamina. Health is already a dump stat, it doesn't need to be any worse than it already is. Tanks already do horribly weak damage and their mitigation is only marginally better. The great design flaw right now with Sorcerers is that Crit Surge should be more reliable or dark exchange should be more functional. That's it. Their shield is too damned good, and while I understand their desire to keep it, places them far in a position where they are far more tanky than DK/Templar as Dk/Templar is forced to split attributes. Its pretty ridiculous when my Shield is bigger than my health pool, and my magica pool and regeneration is so huge I can bubble forever, even with battle spirit. They've made a scenario with battle spirit that broke the backs of two classes while barely denting another. THAT is the flaw, and its glaringly obvious to anyone who plays more than a sorcerer. Now that Sorcerer will have its own breath of life, along with surge, dark exchanges, mines, you're looking at a scenario where A sorc can have solid backlash damage that will output better than sun shield, last longer than sun shield, cost less than sun shield, and heal better than Templar. Templar is garbage right now, but I vehemently think to create parity the nail that is sticking out is NOT Templar and DK, it is the way in which Conjured Ward and Healing ward function. Either battle spirit needs to leave health scaling skills alone (Gdb, bone shield, sun shield obsidian shield) or they could simply make Sorcerer fit the way the rest of the game works. Doesn't that seem like a much easier fix? It does to me, and it would actually make being a tank in any class more logical than the nonsense we have right now.
Fair point! If the shield is changed for sorc's should the cost penalty be removed on streak?
dodgehopper_ESO wrote: »@Nifty2g @Joy_Division @Cinbri
I'm nominating you 3 to official Templar ambassadors. If the community agrees, then they will give the last say for what skills a Templar gets. They will of course help filter our ideas so that we aren't all over the place.
Once those ideas are finalized and we all agree these 3 should represent us, please send me the final design changes we want out of templars. Reason for sending me the changes? I'm assembling the main issues in a document for ZOS to review and for us to officially sign off on. (See below for a quick snapshot). This should help us focus our anger visually, as it should yellow below represents that our community and game reject the current Templar changes/playstyle.
I'm still very uncomfortable with removing Health as the base stat for our shield, particularly when I feel the whole balance flaw is that all mitigating skills should scale with health and not magic and/or stamina. Health is already a dump stat, it doesn't need to be any worse than it already is. Tanks already do horribly weak damage and their mitigation is only marginally better. The great design flaw right now with Sorcerers is that Crit Surge should be more reliable or dark exchange should be more functional. That's it. Their shield is too damned good, and while I understand their desire to keep it, places them far in a position where they are far more tanky than DK/Templar as Dk/Templar is forced to split attributes. Its pretty ridiculous when my Shield is bigger than my health pool, and my magica pool and regeneration is so huge I can bubble forever, even with battle spirit. They've made a scenario with battle spirit that broke the backs of two classes while barely denting another. THAT is the flaw, and its glaringly obvious to anyone who plays more than a sorcerer. Now that Sorcerer will have its own breath of life, along with surge, dark exchanges, mines, you're looking at a scenario where A sorc can have solid backlash damage that will output better than sun shield, last longer than sun shield, cost less than sun shield, and heal better than Templar. Templar is garbage right now, but I vehemently think to create parity the nail that is sticking out is NOT Templar and DK, it is the way in which Conjured Ward and Healing ward function. Either battle spirit needs to leave health scaling skills alone (Gdb, bone shield, sun shield obsidian shield) or they could simply make Sorcerer fit the way the rest of the game works. Doesn't that seem like a much easier fix? It does to me, and it would actually make being a tank in any class more logical than the nonsense we have right now.
Fair point! If the shield is changed for sorc's should the cost penalty be removed on streak?
I don't think so. Streak received the "nerf" because it's annoying. Just like dodge roll, perma-block, etc. I also don't think Streak was intended to be a run away skill. Just a re positioning skill. The issue with all of these things is the removal of caps and addition of the CP system. more stats, more regen ... Skill cost means nothing when it's a mobile, mass CC, damage skill. If it was just a movement skill it wouldn't need the nerf.
With all shields being based on health you can still give the sorc's higher percentage if there is an issue.
Examples ...
Igneous/Sun etc ... 30% health
Hardend Ward ... 35-40% health
I recommend using magicka regen as well so that light armor/low stam magicka builds can get slightly larger shields then stam builds since they have stamina ... I think that's fair to tanks and medium armor users that can CC break, block, dodge roll far more then magicka classes. Did I already complain about cap removal and such? I hate to face a WB spammer with a shield as large as a magicka build
30% + (magicka regen x 3 with a diminishing return in there) ... This would ensure magicka builds have larger shields but make it so magicka regen stacking isn't OP. Entropy, Vamp, Repentance and that other morph ... would also help and legitimize ZOS not giving us passives that are increase to our magicka regen stat. Rune will not effect this is the stat doesn't change. Though I like my Preempt suggestion posted in this rant ... http://forums.elderscrollsonline.com/en/discussion/comment/2705864/#Comment_2705864
Shame of it MagSorc who has the least needed to dodge roll/block, etc. also gets the largest shield.
SeptimusDova wrote: »Javelin for 6 seconds needs to remove all buffs from the target .
This will force the target to break contact and LOS while striving to re-establish buffs.Nothing like a hard spear to the face to shut someone down.
This buys the templar 6 seconds.
The two morphs on javelin can tree off one for stamina and one for magic. Nothing additional is needed on them at the morph just a selection and a tool for both the magplar and stamplar.
So 2 pages and bows get a dev post and a buff in the next pts incremental. THE. ACTUAL. ***.